Elective | 3D Classroom. CG Master Academy
Stylized 3D Asset Creation for Games
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Registration Starts On
May 14, 2018
Class Begins On
July 28, 2018
Kevin Griffith

Kevin is an artist, game developer, and educator based in Berlin, Germany. He is currently a Senior Environment Artist at Bigpoint GmbH. He has over 10 years of experience in the games industry on 8 AAA titles in various genres. His credits include several Blizzard games, such as Diablo III, Diablo III: Reaper of Souls, World of Warcraft: The Burning Crusade, World of Warcraft: Wrath of the Litch King , Starcraft II: Legacy of the Void, Total War: Warhammer. He has previously taught at Gnomon School of Visual Effects, instructing students on real-time asset creation, texturing, and world building, as well as portfolio mentoring.

Kevin's website

Course Description

In this course you will create finished key environment assets and props that will work together in a stylized game environment. We will look at various stylistic approaches to games. Lectures and assignments will explore different styles for hand-painting textures, blocking out your scene, modeling your stylized assets, and creating final stylized textures for your assets. The goal is to create a fully-rendered collection of assets that you can include in your portfolio. Software used in this course includes: Maya, Photoshop, Z Brush, 3D Coat, Marmoset, and UDK 4.

Skill Level: Intermediate

Pre-reqs: Knowledge of Maya, ZBrush, Photoshop, and Unreal Engine; knowledge of drawing and digital painting also required; other course pre-reqs include Intro to Production Modeling, Vegetation & Plants for Games, and Intro to Environment Art

Course Format

Course Format: Standard
Duration: 10 Weeks
Lecture Type: Pre-recorded
Assignment: Deadlines each week.
Feedback: Individual Recordings
Q&A: Once a week. 

*For classes with fewer than 6 students feedback may be provided during the live QandA session.

Estimated time for course work: 10-20 hours per week

Course Outline


Stylized is not Dead! Intro to stylized gaming and why it’s relevant to the future of gaming

  • Successful games, examples
  • Innovative Game Artists @ their work
  • What makes something stylized
  • Intro to hand painting using Photoshop


2.5 D: Working with a fixed camera

  • Building a vignette using a fixed camera setup
  • Use Alphas to your advantage
  • Style used in Diablo
  • Model, UV, texture 2.5 scene


Intro to final assignment: create environment for UDK 4 using current Gen technology to achieve stylized look

  • Storytelling through environment art
  • Create prop set
  • Create scene in Maya, ZBrush; bake, retopo, final assembly in Maya; implement in UDK 4
  • Create a cohesive stylized look through modeling and texturing techniques used in current Gen pipelines


Intro to final assignment: Zbrush the stylized

  • Block out from Maya to Zbrush
  • Prep block out Geo to final mesh quality
  • Taking mesh into Zbrush


UV town, using 3D Coat as our UV weapon

  • Using 3D Coat as a UV tool
  • Setting up proper UV sheets


Technical tips for Zbrush

  • Retopo Zbrush props
  • Creating modular set
  • Baking textures


From bake to stylized texture

  • Overpaints of base textures
  • Creating stylized quality


Creating tile-able textures using base sculpts in Zbrush

  • Sculpt tile-able textures in Zbrush
  • Blocking out environment


Final assembly

  • Assemble scene using UDK as the assembly point
  • Work with material setup
  • Light and tweak scene


Final reviews!